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Instead of Pesti: You can go any of Genji (be aware of overcapping CDR too much), Shoguns for the team, or preferably I like Oni Hunters.
Hide of Urchine instead of Mantle if you prefer, Hide is a GREAT item, I just usually get Health elsewhere, but if you don't, its an awesome item in place of Mantle.
Brawlers really only if your running vs a mage, as they often go for healing in their build.
Spectral Armor is great for late game when ADC's will have their crit fully online.
Winged Blade is an amazing item if they have a lot of slows (Ymir, Yemoja, Chaac, Ah Puch, AMZ, Raijin, Arachne, Gem of Iso users like Poseidon and Kuk, etc.)
Hey everyone, I been playing a lot of Tyr lately, and I've always wanted to make a guide to highlight some of builds and things you should know when learning the character. I would urge you to check out some other guides for Tyr who are going to break down his essentials a bit more than I plan to.
Particularly this one: https://www.smitefire.com/smite/guide/justice-for-all-tyr-guide-s7-14497
He does a great job explaining the essentials, the core kit, and general gameplay. But I wanted to add on to some situations, and also my build differs a bit from his.
YOUR ABILITIES 1 THROUGH 3 SHOULD BE ON INSTANT CAST, OR YOUR NOT GOING TO MAXIMIZE TYR AT ALL AND SHOULDN'T REALLY PLAY HIM. LEARN TO PLAY HIM ON INSTANT CAST, OR DON'T PLAY HIM AT ALL.
You have 3 build paths from the start of the game. Until you are good with the god, you should go with the safe build, which is Warriors, a chalice, and some multis (since they stack). Once you get more comfortable, you can advance to the more aggressive builds, because you have enough sustain with Tyr's 2 to stay in lane long enough to finish your first item and come back. His 2 doesn't heal much at level 1, its ok at level 2, but by level 3 onward its a considerable heal.
Since Tyr has 2 dashes and an ult, you have decent mobility in lane and definitely do not have to finish boots before getting your first item (Glad shield or blackthorn). If you feel safer getting boots, then do it, its not terrible, but it just means you will have to play a little different and can't be as aggressive early because you will lack the mana sustain early, even with blue buff. He is using 4 abilities in a row generally, so much like Arthur, without some mana supplementation through blackthorn, glad shield procs, or breastplate, it will be hard to sustain in lane, and more importantly, keep pressure on your opponent.
Level 1, you want to take your 2, group up the wave at their tower line, hit them with your aggressive 2, switch stance, hit with your healing 2, then walk back towards mid lane so you don't aggro the wave. Clear as fast as possible, then head to blue. It's very important to get to level 2 before or at the same time as the opponent or you will lose a lot of your early bully and pressure, so be aware of your jungler while he does his initial rotation and make sure you are there for the big blue buff creep. Ping or VGS him to wait if you must, it really is important. If you must, back off the wave, and position yourself between the tower and blue buff so you get the xp for both the camp and last of the first wave minions. This will happen when you face good clear gods like bellona.
Once you are level 2, you want to put the point in your 1, and you want to try and clear that wave as fast as possible. you should be in your aggressive stance, group up the wave with your 1, into your 2, then switch stance, hit your 2 to heal, then dash through the grouped minions. this should clear or almost clear the wave. clear, then take totem, you really want that firs totem because Tyr is mana hungry early.
If you do this correctly, you can now begin to poke the enemy god.
Follow the leveling of abilities below, you want to prioritize your 2 mainly for the heal it provides as it levels. The 1 does more damage, but your sustain from using your 2 on 3 minions is VERY GOOD, and i rarely need to use pots, hence I almost never get a chalice.
Once you have enough to finish your first item (glad shield, blackthorn, boot), back and come back to lane and immediately look to poke if they haven't backed yet. The power spike you will get can be surprising if you land your whole combo.
As many of you who have faced Tyr know, he is very annoying to deal with. The CC he has is much like Arthur, frustrating and annoying. Add the fact that once you have 2 points in your 2, your sustain is great. There are 2 approaches with Tyr, but you should almost always lead in your aggressive stance. If you are outpressured, focus the wave. If you are facing a magical god, or someone who doesn't have a ton of sustain, you want to focus them a bit more and bully.
The easy way is to use your 1-2 combo on the wave, then switch stance, and heal with your 2. That should almost full clear by level 4 if you aren't behind. The best case scenario is you grouping up the enemy god into your 1 and part of the wave. The 1 has 2 hits in it, so try to switch up your approach, go for wave entirely one time, then the next time, maybe take the big minions and try to angle and hit the enemy god. You need to keep them off balance with Tyr and frustrate them. Make them make bad decisions.
If you are hitting them consistently with your 1 into your 2, they will burn thru their pots quickly, and you will outpressure. Try to look to improve at poking the wave and the enemy god at the same time with your dashes, as the poke is decent and the frustration will increase and force bad plays. If you're ever in trouble, just back off, and look to heal off the wave.
Also, if they ever get out of position early, your looking to push them under your tower. A lot of people don't realize how much distance the 1 has, so if they are 2/3 of the way down your lane, you can knock them up with your 1, then your 2 may be able to push them into your 2. One tower shot early in the game is considerable and could be enough to make them back early, or leave them exposed to a gank, or they may have to retreat to tower, leaving them with less gold and you getting free totems.
The general combo on a god 1v1 goes 1 of 2 ways, but almost always you start in your aggressive stance. I don't level the 3 (increased power or protections) until last so it isn't relevant early since you wont have any added power or protections. you want to start in aggressive stance because when you finish in your guard stance, you can heal off any minion damage taken with your 2 at the end.
So the combo goes, aggressive 1 knock-up, into the 2, switch stance, and then 1 into the 2. You can cancel your dash by hitting your 2 at any time. so the pro move is to do your full combo in the aggressive stance, then switch stance and do the same thing again by stopping your dash early and hitting your 2. This takes some time to get use to as they wont be in front of you like in your aggressive stance. So you will have to get used to turning and hitting them with your 2 quickly. Once you can do this, your hitting them with 4 hard hitting abilities at once, and you will be almost full health, and they will be disoriented generally. If you are not confident you can hit the cancelled dash into the 2, just use the dash, then walk to the wave and use your 2 to heal off and clear some of the wave. Less poke, more sustain, both work. But the full 4 ability combo to a squishy will hurt a lot and will keep them in a cc chain for quite some bit, especially if you are using it into a wall.
As for Tyr's ult, it really is not meant for damage. It is meant to help you catch up to them after you land the whole combo. If you hit the combo above, and push them towards your tower, by the time its done, they will be probably trying to somewhat retreat towards their tower. Immediately ult if they are a little below half health. If you hit it, its more damage, and now they are slowed. So you can auto them down. Hopefully, if they are juking a lot, you may be able to get your aggressive stance off cooldowns before they reach tower, and you can rinse and repeat. If not, you've probably done enough damage to make them scared, or play passively.
You're ult also allows you to stay aggressive. you can use you're whole kit on a squishy, then ult to get out.
You can also ult to engage them by surprise over a wall. Often, I will do this to gank the mid lane. If they are paying attention to the fight in the middle of the lane, and you have vision of them under tower, you can ult over the wall in your aggressive stance, and catch a mage off guard. If you can hit the full combo after that, they won't have time to react since they will be CC'd the whole time, and they may even get poked by your team at the same time. This all will come with practice, but just some ideas for situations to use your ult. To chase down the enemy, to run away (you are cc immune, you can do it over a wall, and it covers a good distance) or to catch someone by surprise over a wall. Like I said, you are CC immune when channeling, so keep that in mind. But I repeat, you really should not be looking to use it for damage, the damage isn't really that good, its mainly used to slow the enemies and then use your combo after that.
By level 5-8 you should be able to bully most enemy gods in lane. Remember your 2 once leveled can heal a decent amount. So you can full clear the wave with your aggressive 1-2, then switch and heal off your 2. This will outclear most gods, but will also allow you to proxy quickly. So if they no longer will fight you, just focus on clearing and proxy to rotate. ALWAYS BE AWARE WHEN PROXYING where the jungler is. you should not proxy unless you have full boots and another other like blackthorn or gladshield, or you are asking for trouble. The idea with Tyr is to just be annoying and not fall behind. If Tyr is in a fight, its problematic. Since he can clear quickly, you should be able to eat up farm quick, proxy, invade back camps, and rotate.
So if they want to fight, use your full 4 ability combo, and its generally unmatched if you are hitting it consistently. If you ever get hurt, just play safe, fall back, dash away, find a wave or camp to heal off of, pop a pot, and your good to go again. As long as you have mana, you can heal off a camp or wave and re-engage. Hence why mana is his biggest priority. A Tyr with mana and cooldowns is ALWAYS relevant in fights.
Just continue to farm, poke, proxy, invade, and proxy. Most games I can get the tier 1 tower by level 12-14 unless the jungler is focusing my lane. Most junglers will not try to gank unless you are low. If they do, ignore the solo laner. Use your whole kit on the jungler, he will feel it, and he probably won't want to do it again. Much like trying to gank an arthur, it doesnt really go well for the jungler most times. Because they will either have to ult you, which you can just ult away, and then they wasted everything. And for them to then to see Tyr slap a wave and heal for almost half his health is very disheartening so they will probably avoid your lane for the most part. It's generally hard for me to die as Tyr to a gank unless I'm already low and way out of position. I also never really use my ult unless I am looking to confirm a kill, so it is a great escape.
By the time you get to the end of the game, you have 2 goals, focus squishys, and use your 1 to peel for gods who are low. Much like a kuzenbo dash, if someone is sticking to your teammate, you can easily peel as tyr. If you're not peeling, than you need to walk at squishys and make them uncomfortable. I generally like to zone out the person who is doing the best because it is hard for them to kill you one on one.
Most good players are going to look to ignore you, its just how you have to play Tyr. He is hard to kill, so their best choice is to try and ignore you. Thats why I try my best to disorient the opposing team. I am either looking to zone out the ADC, Mage or Jungler, or I'm looking to set my team up with a timely 1-2 into a wall. If you are going to use your 1-2 combo, you need to get a feel for what direction to use it. Best case, is into a wall. Its predictable for your team to know where they will be and layer CC or damage onto it. If someone is running away, you can ult or blink behind them, then dash them back into your team. If they are doing a lot of damage or are way ahead, 1-2 them in aggressive stance AWAY from your team, then use your guard stance to get away if need be.
I usually take blink as my second relic because its a great engage tool, and you can ult to get out. The only time I am ulting in is if I don't have blink and I am pretty sure I can get a kill or I know I will have peel from my team behind me when I try to walk out. You really never want to engage late game with your ult unless your sure you can take someone out with a kill.
By full build, your tanky and you have heartseaker and max cool downs, so you can fight anyone, but you shouldn't waste time with tanks anyway unless they are good ad CC'ing your squad. Stick to the squishies (ADC, Mage, Jungle)
There are 2 main build paths as Tyr, one vs. a physical, one vs. a mage, and then there are builds vs healers.
VS typical Physical Solo laners, you want glad shield early. Its good sustain, good protections, and cooldown. I then go into BP to get cooldowns maxed early (10 Glad, 20 BP, 10 Blue Buff) You may overcap later when you get a Mantle, I like mantle more for the passive and heavy prots, less worried about the overcap of 10%, but some people really get mad about overcapping. Fineokay has even mentioned overcapping by 10% isnt a huge issue if the items are worth it, and mantle has saved my bum many a time. Plus, I sell glad shield late anyway, and don't pick up blue buff late game, so Mantle, BP and Pot is 40%. If you don't want to overcap, get Hide of the Urchin instead, or even Magi's Cloak if you'd like. Usually I need some sort of anti heal in the solo lane, and for the team, so I go pestillence as my one magical dedicated magical defense item. I'd much rather have cooldowns on Tyr than using contagion, and I just like the curve of getting cooldowns online earlier. It keeps me being a bully and also safer early. I sell warriors blessing for Heartseaker (as most solo laners do late game) and then you can start hitting anyone hard. You can sell boots for anything you like at that point, I like things like Hide of Urchine, Spectral Armor, Void Shield Magi's or Winged Blade, or maybe a Runic or Ancile if you prefer more magical. You could also go more damage like Rune Forge or Hydra's if your feeling spunky, but not as good as the afore mentioned.
VS mage solo laners, the build is a bit different. Breastplate early isn't going to help you, but you need mana. So blackthorn is still a good item. The health and power mix helps you punish them for picking mages, and with your 2, you have enough sustain. I like to roll that into Cad shield because of the healing and dual protections, and then I go into Pridwen to get the dual prots and cooldowns online. You can reverse order if you want, or skip cad shield if you like, but its a decent item these days. After pridwen, its the same situation as above, you can go mantle or whatever else you like. I've built brawlers if I needed to for anti heal, or pesti/contagion. From there, its whatever situational item you need, because you have a decent amount of health, cooldown, healing, and dual protections, so its up to you. See my situational items above and grab what you like from it.
I've tried using the attack speed boots sometimes because people are saying its "meta" these days, but while it seems better at first, I'd much rather have the extra power since I do most of my damage relying on abilities and layering CC for the team, I'm not trying to drill people down with autos. And its easier to take camps with Warrior Tabi.
I know this was a bit long and wordy, but for those trying to take the next steps with Tyr, it will take time. You should be hitting your dashes more often than not, and if you're not, much like Camazots 1-2 or Thanatos scythes, you're really not going to be that good.
I used to HATE playing Tyr, i didn't like his kit, I thought he wasn't impactful, but that was because I was building and playing him wrong. If you can hit your dashes consistently, at worst, you're going to peel great and set up your team.
Hope this is helpful for those who actually took the time to read and not just looked at the itmes.
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First of all why is the safe start having so many potions. In reality you want to abuse the hp from the potions to play aggressive in lane, and gain an early pressure advantage. Calling it a safe start just fools new players into thinking that's the safe build, while all it does is delay your next purchase.
And also, what's the reason behind playing instacast? That's just stupid. Smite is very depentand on timings and insta doen't help you at all on tyr. I don't understand why you present it as a must, especially on a tutorial where people take what you say for granted
But that said, I think MEGA has an issue with the way you're presenting the idea. The people that I've always respected the most (just in general life) have been those that can remain humble and with a non-egotistical attitude even when they're in a position in which they know more or are better than others. On the pro/popular side of SMITE players, that's the difference to me between Weak3n/DMBrandon and BaRRaCCuDDA/Emilzy/Mast.
Basically saying "do this or get out" isn't really being "friendly" to readers (though at the same time, I think people that take offense to this are being perhaps a bit sensitive). A better way to present the idea is perhaps something like "Tyr's kit consists mostly of line and cone abilities, and IMO it is best that you familiarize yourself with instant casting to get the most out of his kit." (Obviously you don't need to be that wordy, but you get the gist)
In the end, it's your guide and you can say it however you want, but that would be my suggestion.
This is however for pc as it allows for more control. In the end I would still recommend if you don't like it don't use it.
Congrats for your first guide, you wrote a lot of information and it's pretty nice but I have some points to discuss.
First of all, your start. I would rush 3 healing potions instead 2 healing + 1 multi. If you manage your mana well, you won't need it and healing pots heal way more. I know you can get 15 regen per sec combining both but is it really necessary since you have a massive healing skill?
My second point is about you magical solo build. I really see no reason to start blackthorn since it only provide health as a tank stats and great part of the magical solos are known for their high early pressure like Zhong Kui, Hades, Jormungandr... And start with an item that only provides HP is literally ask to die. You should start with Runic Shield, providing defenses, hp, power AND a passive that will remove.the enemy damage just by sit around him. You also don't have any deticated defense in this build that seems a bit too suicide to me.
I noticed that you recommended Runeforged Hammer, but be aware that this item DO NOT PROC the passive with your 1 + 2 combo because it's a knockback and knockbacks don't count, same for the knockup after the first skill (when you use the 2).
Also, since Tyr is a more offensive oriented, I would recommend more bruiser builds than pure tank builds. You also recommend Heartseeker, so I would say that Void Shield is a core item because you will need this pen to apply decently its passive (it applies physical damage, that can be mitigated, not true damage).
For last, try to include a bit of BBCODE on your guide so people can read it more smoothly than a giant wall of text.
Secondly, you need mana, that's why you can't rush runic. Runic is op, and you won't die, but you will run out of mana much quicker. It's not the worst thing to build runic, you can do it, I've tried it, but I think blackthorn is more reliable. I don't really often need the defense, only time I do is when I face an ah puch because of his anti healing.
Third, I never build runeforge anymore, but people like it. Good power and the extra damage, but I get your point, it's valid. I may remove it. Lastly, voidshield isn't what it used to be. I build it on jungle tyr with titans Bain and such, but in lane, the passive cdr and passive from other items are more useful. I'll try it again in a game where crit isn't prevalent as I've been rubbing much more spectral lately and see how it goes. Good points, thanks.
Void Shield is now working better for Solos and a bit less effective for JGs. With this item providing % pen it works wonder when you play Tyr with Heartseeker because tanks will have a lot of hp, so HS passive will hurt them and you will have prot reduction, allowing you apply way better this HS passive damage. It also helps the entire team and even make your enemies take more damage for structures!!!
But, if you don't wanna listen to me, it's your choice, nothing else I can do.
So if you made that build thinking exclusively about jorm, then you should note it somewhere because the way you published it makes the reader think this build is the "best" option against magical solo laners when it's not.
EDIT: I think none magical solo can win Tyr easily except Jorm. And by win I mean, push the tower, contest the totem and steal the blue buff.
The reason this build works like I said, you have self sustain, don't have to depend on anyone, you can keep pressure, heal, and have cooldowns within your first 3-4 items. Against certain mages, you need to switch you're entire play style, which I'm not going to detail specifically.
I totally understand your point, and I understand people who think going Genjis as the first item after boots, those are both valid build paths. But this build path is meant to be played this way, and its pretty universal. The only thing I change is that I may get a brawlers online earlier if I think I can kill them, and forgo the heartseaker at the end. Again, every game and every opponent is not alike. As an experienced player, you know the enemy comp and your direct opponent influecne your decisions. If you're playing a scylla or ares that constantly hit their grab/chains, you would adjust your playstyle. If I was facing a Geb or Sobek, I may get a stone of gaia. There are all sorts of variations, but this build is meant to be done in general.
so aagin, you are not wrong. But this build path is very effective vs most mages, including jorm. though a jorm with jade emperors or zhong/chang'e with celesetial legion helm are tough matchups with tyr regardless. Thanks for the feedback.